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-/*!
-
-@page input_guide Input guide
-
-@tableofcontents
-
-This guide introduces the input related functions of GLFW. For details on
-a specific function in this category, see the @ref input. There are also guides
-for the other areas of GLFW.
-
- - @ref intro_guide
- - @ref window_guide
- - @ref context_guide
- - @ref vulkan_guide
- - @ref monitor_guide
-
-GLFW provides many kinds of input. While some can only be polled, like time, or
-only received via callbacks, like scrolling, many provide both callbacks and
-polling. Callbacks are more work to use than polling but is less CPU intensive
-and guarantees that you do not miss state changes.
-
-All input callbacks receive a window handle. By using the
-[window user pointer](@ref window_userptr), you can access non-global structures
-or objects from your callbacks.
-
-To get a better feel for how the various events callbacks behave, run the
-`events` test program. It register every callback supported by GLFW and prints
-out all arguments provided for every event, along with time and sequence
-information.
-
-
-@section events Event processing
-
-GLFW needs to poll the window system for events both to provide input to the
-application and to prove to the window system that the application hasn't locked
-up. Event processing is normally done each frame after
-[buffer swapping](@ref buffer_swap). Even when you have no windows, event
-polling needs to be done in order to receive monitor and joystick connection
-events.
-
-There are three functions for processing pending events. @ref glfwPollEvents,
-processes only those events that have already been received and then returns
-immediately.
-
-@code
-glfwPollEvents();
-@endcode
-
-This is the best choice when rendering continuously, like most games do.
-
-If you only need to update the contents of the window when you receive new
-input, @ref glfwWaitEvents is a better choice.
-
-@code
-glfwWaitEvents();
-@endcode
-
-It puts the thread to sleep until at least one event has been received and then
-processes all received events. This saves a great deal of CPU cycles and is
-useful for, for example, editing tools.
-
-If you want to wait for events but have UI elements or other tasks that need
-periodic updates, @ref glfwWaitEventsTimeout lets you specify a timeout.
-
-@code
-glfwWaitEventsTimeout(0.7);
-@endcode
-
-It puts the thread to sleep until at least one event has been received, or until
-the specified number of seconds have elapsed. It then processes any received
-events.
-
-If the main thread is sleeping in @ref glfwWaitEvents, you can wake it from
-another thread by posting an empty event to the event queue with @ref
-glfwPostEmptyEvent.
-
-@code
-glfwPostEmptyEvent();
-@endcode
-
-Do not assume that callbacks will _only_ be called in response to the above
-functions. While it is necessary to process events in one or more of the ways
-above, window systems that require GLFW to register callbacks of its own can
-pass events to GLFW in response to many window system function calls. GLFW will
-pass those events on to the application callbacks before returning.
-
-For example, on Windows the system function that @ref glfwSetWindowSize is
-implemented with will send window size events directly to the event callback
-that every window has and that GLFW implements for its windows. If you have set
-a [window size callback](@ref window_size) GLFW will call it in turn with the
-new size before everything returns back out of the @ref glfwSetWindowSize call.
-
-
-@section input_keyboard Keyboard input
-
-GLFW divides keyboard input into two categories; key events and character
-events. Key events relate to actual physical keyboard keys, whereas character
-events relate to the Unicode code points generated by pressing some of them.
-
-Keys and characters do not map 1:1. A single key press may produce several
-characters, and a single character may require several keys to produce. This
-may not be the case on your machine, but your users are likely not all using the
-same keyboard layout, input method or even operating system as you.
-
-
-@subsection input_key Key input
-
-If you wish to be notified when a physical key is pressed or released or when it
-repeats, set a key callback.
-
-@code
-glfwSetKeyCallback(window, key_callback);
-@endcode
-
-The callback function receives the [keyboard key](@ref keys), platform-specific
-scancode, key action and [modifier bits](@ref mods).
-
-@code
-void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
-{
- if (key == GLFW_KEY_E && action == GLFW_PRESS)
- activate_airship();
-}
-@endcode
-
-The action is one of `GLFW_PRESS`, `GLFW_REPEAT` or `GLFW_RELEASE`. The key
-will be `GLFW_KEY_UNKNOWN` if GLFW lacks a key token for it, for example
-_E-mail_ and _Play_ keys.
-
-The scancode is unique for every key, regardless of whether it has a key token.
-Scancodes are platform-specific but consistent over time, so keys will have
-different scancodes depending on the platform but they are safe to save to disk.
-You can query the scancode for any [named key](@ref keys) on the current
-platform with @ref glfwGetKeyScancode.
-
-@code
-const int scancode = glfwGetKeyScancode(GLFW_KEY_X);
-set_key_mapping(scancode, swap_weapons);
-@endcode
-
-The last reported state for every [named key](@ref keys) is also saved in
-per-window state arrays that can be polled with @ref glfwGetKey.
-
-@code
-int state = glfwGetKey(window, GLFW_KEY_E);
-if (state == GLFW_PRESS)
-{
- activate_airship();
-}
-@endcode
-
-The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`.
-
-This function only returns cached key event state. It does not poll the
-system for the current physical state of the key.
-
-@anchor GLFW_STICKY_KEYS
-Whenever you poll state, you risk missing the state change you are looking for.
-If a pressed key is released again before you poll its state, you will have
-missed the key press. The recommended solution for this is to use a
-key callback, but there is also the `GLFW_STICKY_KEYS` input mode.
-
-@code
-glfwSetInputMode(window, GLFW_STICKY_KEYS, GLFW_TRUE);
-@endcode
-
-When sticky keys mode is enabled, the pollable state of a key will remain
-`GLFW_PRESS` until the state of that key is polled with @ref glfwGetKey. Once
-it has been polled, if a key release event had been processed in the meantime,
-the state will reset to `GLFW_RELEASE`, otherwise it will remain `GLFW_PRESS`.
-
-@anchor GLFW_LOCK_KEY_MODS
-If you wish to know what the state of the Caps Lock and Num Lock keys was when
-input events were generated, set the `GLFW_LOCK_KEY_MODS` input mode.
-
-@code
-glfwSetInputMode(window, GLFW_LOCK_KEY_MODS, GLFW_TRUE);
-@endcode
-
-When this input mode is enabled, any callback that receives
-[modifier bits](@ref mods) will have the @ref GLFW_MOD_CAPS_LOCK bit set if Caps
-Lock was on when the event occurred and the @ref GLFW_MOD_NUM_LOCK bit set if
-Num Lock was on.
-
-The `GLFW_KEY_LAST` constant holds the highest value of any
-[named key](@ref keys).
-
-
-@subsection input_char Text input
-
-GLFW supports text input in the form of a stream of
-[Unicode code points](https://en.wikipedia.org/wiki/Unicode), as produced by the
-operating system text input system. Unlike key input, text input obeys keyboard
-layouts and modifier keys and supports composing characters using
-[dead keys](https://en.wikipedia.org/wiki/Dead_key). Once received, you can
-encode the code points into UTF-8 or any other encoding you prefer.
-
-Because an `unsigned int` is 32 bits long on all platforms supported by GLFW,
-you can treat the code point argument as native endian UTF-32.
-
-If you wish to offer regular text input, set a character callback.
-
-@code
-glfwSetCharCallback(window, character_callback);
-@endcode
-
-The callback function receives Unicode code points for key events that would
-have led to regular text input and generally behaves as a standard text field on
-that platform.
-
-@code
-void character_callback(GLFWwindow* window, unsigned int codepoint)
-{
-}
-@endcode
-
-
-@subsection input_key_name Key names
-
-If you wish to refer to keys by name, you can query the keyboard layout
-dependent name of printable keys with @ref glfwGetKeyName.
-
-@code
-const char* key_name = glfwGetKeyName(GLFW_KEY_W, 0);
-show_tutorial_hint("Press %s to move forward", key_name);
-@endcode
-
-This function can handle both [keys and scancodes](@ref input_key). If the
-specified key is `GLFW_KEY_UNKNOWN` then the scancode is used, otherwise it is
-ignored. This matches the behavior of the key callback, meaning the callback
-arguments can always be passed unmodified to this function.
-
-
-@section input_mouse Mouse input
-
-Mouse input comes in many forms, including mouse motion, button presses and
-scrolling offsets. The cursor appearance can also be changed, either to
-a custom image or a standard cursor shape from the system theme.
-
-
-@subsection cursor_pos Cursor position
-
-If you wish to be notified when the cursor moves over the window, set a cursor
-position callback.
-
-@code
-glfwSetCursorPosCallback(window, cursor_position_callback);
-@endcode
-
-The callback functions receives the cursor position, measured in screen
-coordinates but relative to the top-left corner of the window content area. On
-platforms that provide it, the full sub-pixel cursor position is passed on.
-
-@code
-static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
-{
-}
-@endcode
-
-The cursor position is also saved per-window and can be polled with @ref
-glfwGetCursorPos.
-
-@code
-double xpos, ypos;
-glfwGetCursorPos(window, &xpos, &ypos);
-@endcode
-
-
-@subsection cursor_mode Cursor mode
-
-@anchor GLFW_CURSOR
-The `GLFW_CURSOR` input mode provides several cursor modes for special forms of
-mouse motion input. By default, the cursor mode is `GLFW_CURSOR_NORMAL`,
-meaning the regular arrow cursor (or another cursor set with @ref glfwSetCursor)
-is used and cursor motion is not limited.
-
-If you wish to implement mouse motion based camera controls or other input
-schemes that require unlimited mouse movement, set the cursor mode to
-`GLFW_CURSOR_DISABLED`.
-
-@code
-glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
-@endcode
-
-This will hide the cursor and lock it to the specified window. GLFW will then
-take care of all the details of cursor re-centering and offset calculation and
-providing the application with a virtual cursor position. This virtual position
-is provided normally via both the cursor position callback and through polling.
-
-@note You should not implement your own version of this functionality using
-other features of GLFW. It is not supported and will not work as robustly as
-`GLFW_CURSOR_DISABLED`.
-
-If you only wish the cursor to become hidden when it is over a window but still
-want it to behave normally, set the cursor mode to `GLFW_CURSOR_HIDDEN`.
-
-@code
-glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
-@endcode
-
-This mode puts no limit on the motion of the cursor.
-
-To exit out of either of these special modes, restore the `GLFW_CURSOR_NORMAL`
-cursor mode.
-
-@code
-glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
-@endcode
-
-
-@anchor GLFW_RAW_MOUSE_MOTION
-@subsection raw_mouse_motion Raw mouse motion
-
-When the cursor is disabled, raw (unscaled and unaccelerated) mouse motion can
-be enabled if available.
-
-Raw mouse motion is closer to the actual motion of the mouse across a surface.
-It is not affected by the scaling and acceleration applied to the motion of the
-desktop cursor. That processing is suitable for a cursor while raw motion is
-better for controlling for example a 3D camera. Because of this, raw mouse
-motion is only provided when the cursor is disabled.
-
-Call @ref glfwRawMouseMotionSupported to check if the current machine provides
-raw motion and set the `GLFW_RAW_MOUSE_MOTION` input mode to enable it. It is
-disabled by default.
-
-@code
-if (glfwRawMouseMotionSupported())
- glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
-@endcode
-
-If supported, raw mouse motion can be enabled or disabled per-window and at any
-time but it will only be provided when the cursor is disabled.
-
-
-@subsection cursor_object Cursor objects
-
-GLFW supports creating both custom and system theme cursor images, encapsulated
-as @ref GLFWcursor objects. They are created with @ref glfwCreateCursor or @ref
-glfwCreateStandardCursor and destroyed with @ref glfwDestroyCursor, or @ref
-glfwTerminate, if any remain.
-
-
-@subsubsection cursor_custom Custom cursor creation
-
-A custom cursor is created with @ref glfwCreateCursor, which returns a handle to
-the created cursor object. For example, this creates a 16x16 white square
-cursor with the hot-spot in the upper-left corner:
-
-@code
-unsigned char pixels[16 * 16 * 4];
-memset(pixels, 0xff, sizeof(pixels));
-
-GLFWimage image;
-image.width = 16;
-image.height = 16;
-image.pixels = pixels;
-
-GLFWcursor* cursor = glfwCreateCursor(&image, 0, 0);
-@endcode
-
-If cursor creation fails, `NULL` will be returned, so it is necessary to check
-the return value.
-
-The image data is 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits
-per channel with the red channel first. The pixels are arranged canonically as
-sequential rows, starting from the top-left corner.
-
-
-@subsubsection cursor_standard Standard cursor creation
-
-A cursor with a [standard shape](@ref shapes) from the current system cursor
-theme can be can be created with @ref glfwCreateStandardCursor.
-
-@code
-GLFWcursor* url_cursor = glfwCreateStandardCursor(GLFW_POINTING_HAND_CURSOR);
-@endcode
-
-These cursor objects behave in the exact same way as those created with @ref
-glfwCreateCursor except that the system cursor theme provides the actual image.
-
-A few of these shapes are not available everywhere. If a shape is unavailable,
-`NULL` is returned. See @ref glfwCreateStandardCursor for details.
-
-
-@subsubsection cursor_destruction Cursor destruction
-
-When a cursor is no longer needed, destroy it with @ref glfwDestroyCursor.
-
-@code
-glfwDestroyCursor(cursor);
-@endcode
-
-Cursor destruction always succeeds. If the cursor is current for any window,
-that window will revert to the default cursor. This does not affect the cursor
-mode. All remaining cursors are destroyed when @ref glfwTerminate is called.
-
-
-@subsubsection cursor_set Cursor setting
-
-A cursor can be set as current for a window with @ref glfwSetCursor.
-
-@code
-glfwSetCursor(window, cursor);
-@endcode
-
-Once set, the cursor image will be used as long as the system cursor is over the
-content area of the window and the [cursor mode](@ref cursor_mode) is set
-to `GLFW_CURSOR_NORMAL`.
-
-A single cursor may be set for any number of windows.
-
-To revert to the default cursor, set the cursor of that window to `NULL`.
-
-@code
-glfwSetCursor(window, NULL);
-@endcode
-
-When a cursor is destroyed, any window that has it set will revert to the
-default cursor. This does not affect the cursor mode.
-
-
-@subsection cursor_enter Cursor enter/leave events
-
-If you wish to be notified when the cursor enters or leaves the content area of
-a window, set a cursor enter/leave callback.
-
-@code
-glfwSetCursorEnterCallback(window, cursor_enter_callback);
-@endcode
-
-The callback function receives the new classification of the cursor.
-
-@code
-void cursor_enter_callback(GLFWwindow* window, int entered)
-{
- if (entered)
- {
- // The cursor entered the content area of the window
- }
- else
- {
- // The cursor left the content area of the window
- }
-}
-@endcode
-
-You can query whether the cursor is currently inside the content area of the
-window with the [GLFW_HOVERED](@ref GLFW_HOVERED_attrib) window attribute.
-
-@code
-if (glfwGetWindowAttrib(window, GLFW_HOVERED))
-{
- highlight_interface();
-}
-@endcode
-
-
-@subsection input_mouse_button Mouse button input
-
-If you wish to be notified when a mouse button is pressed or released, set
-a mouse button callback.
-
-@code
-glfwSetMouseButtonCallback(window, mouse_button_callback);
-@endcode
-
-The callback function receives the [mouse button](@ref buttons), button action
-and [modifier bits](@ref mods).
-
-@code
-void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
-{
- if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS)
- popup_menu();
-}
-@endcode
-
-The action is one of `GLFW_PRESS` or `GLFW_RELEASE`.
-
-Mouse button states for [named buttons](@ref buttons) are also saved in
-per-window state arrays that can be polled with @ref glfwGetMouseButton.
-
-@code
-int state = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT);
-if (state == GLFW_PRESS)
-{
- upgrade_cow();
-}
-@endcode
-
-The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`.
-
-This function only returns cached mouse button event state. It does not poll
-the system for the current state of the mouse button.
-
-@anchor GLFW_STICKY_MOUSE_BUTTONS
-Whenever you poll state, you risk missing the state change you are looking for.
-If a pressed mouse button is released again before you poll its state, you will have
-missed the button press. The recommended solution for this is to use a
-mouse button callback, but there is also the `GLFW_STICKY_MOUSE_BUTTONS`
-input mode.
-
-@code
-glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, GLFW_TRUE);
-@endcode
-
-When sticky mouse buttons mode is enabled, the pollable state of a mouse button
-will remain `GLFW_PRESS` until the state of that button is polled with @ref
-glfwGetMouseButton. Once it has been polled, if a mouse button release event
-had been processed in the meantime, the state will reset to `GLFW_RELEASE`,
-otherwise it will remain `GLFW_PRESS`.
-
-The `GLFW_MOUSE_BUTTON_LAST` constant holds the highest value of any
-[named button](@ref buttons).
-
-
-@subsection scrolling Scroll input
-
-If you wish to be notified when the user scrolls, whether with a mouse wheel or
-touchpad gesture, set a scroll callback.
-
-@code
-glfwSetScrollCallback(window, scroll_callback);
-@endcode
-
-The callback function receives two-dimensional scroll offsets.
-
-@code
-void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
-{
-}
-@endcode
-
-A normal mouse wheel, being vertical, provides offsets along the Y-axis.
-
-
-@section joystick Joystick input
-
-The joystick functions expose connected joysticks and controllers, with both
-referred to as joysticks. It supports up to sixteen joysticks, ranging from
-`GLFW_JOYSTICK_1`, `GLFW_JOYSTICK_2` up to and including `GLFW_JOYSTICK_16` or
-`GLFW_JOYSTICK_LAST`. You can test whether a [joystick](@ref joysticks) is
-present with @ref glfwJoystickPresent.
-
-@code
-int present = glfwJoystickPresent(GLFW_JOYSTICK_1);
-@endcode
-
-Each joystick has zero or more axes, zero or more buttons, zero or more hats,
-a human-readable name, a user pointer and an SDL compatible GUID.
-
-Detected joysticks are added to the beginning of the array. Once a joystick is
-detected, it keeps its assigned ID until it is disconnected or the library is
-terminated, so as joysticks are connected and disconnected, there may appear
-gaps in the IDs.
-
-Joystick axis, button and hat state is updated when polled and does not require
-a window to be created or events to be processed. However, if you want joystick
-connection and disconnection events reliably delivered to the
-[joystick callback](@ref joystick_event) then you must
-[process events](@ref events).
-
-To see all the properties of all connected joysticks in real-time, run the
-`joysticks` test program.
-
-
-@subsection joystick_axis Joystick axis states
-
-The positions of all axes of a joystick are returned by @ref
-glfwGetJoystickAxes. See the reference documentation for the lifetime of the
-returned array.
-
-@code
-int count;
-const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_5, &count);
-@endcode
-
-Each element in the returned array is a value between -1.0 and 1.0.
-
-
-@subsection joystick_button Joystick button states
-
-The states of all buttons of a joystick are returned by @ref
-glfwGetJoystickButtons. See the reference documentation for the lifetime of the
-returned array.
-
-@code
-int count;
-const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_3, &count);
-@endcode
-
-Each element in the returned array is either `GLFW_PRESS` or `GLFW_RELEASE`.
-
-For backward compatibility with earlier versions that did not have @ref
-glfwGetJoystickHats, the button array by default also includes all hats. See
-the reference documentation for @ref glfwGetJoystickButtons for details.
-
-
-@subsection joystick_hat Joystick hat states
-
-The states of all hats are returned by @ref glfwGetJoystickHats. See the
-reference documentation for the lifetime of the returned array.
-
-@code
-int count;
-const unsigned char* hats = glfwGetJoystickHats(GLFW_JOYSTICK_7, &count);
-@endcode
-
-Each element in the returned array is one of the following:
-
-Name | Value
----- | -----
-`GLFW_HAT_CENTERED` | 0
-`GLFW_HAT_UP` | 1
-`GLFW_HAT_RIGHT` | 2
-`GLFW_HAT_DOWN` | 4
-`GLFW_HAT_LEFT` | 8
-`GLFW_HAT_RIGHT_UP` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_UP`
-`GLFW_HAT_RIGHT_DOWN` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_DOWN`
-`GLFW_HAT_LEFT_UP` | `GLFW_HAT_LEFT` \| `GLFW_HAT_UP`
-`GLFW_HAT_LEFT_DOWN` | `GLFW_HAT_LEFT` \| `GLFW_HAT_DOWN`
-
-The diagonal directions are bitwise combinations of the primary (up, right, down
-and left) directions and you can test for these individually by ANDing it with
-the corresponding direction.
-
-@code
-if (hats[2] & GLFW_HAT_RIGHT)
-{
- // State of hat 2 could be right-up, right or right-down
-}
-@endcode
-
-For backward compatibility with earlier versions that did not have @ref
-glfwGetJoystickHats, all hats are by default also included in the button array.
-See the reference documentation for @ref glfwGetJoystickButtons for details.
-
-
-@subsection joystick_name Joystick name
-
-The human-readable, UTF-8 encoded name of a joystick is returned by @ref
-glfwGetJoystickName. See the reference documentation for the lifetime of the
-returned string.
-
-@code
-const char* name = glfwGetJoystickName(GLFW_JOYSTICK_4);
-@endcode
-
-Joystick names are not guaranteed to be unique. Two joysticks of the same model
-and make may have the same name. Only the [joystick ID](@ref joysticks) is
-guaranteed to be unique, and only until that joystick is disconnected.
-
-
-@subsection joystick_userptr Joystick user pointer
-
-Each joystick has a user pointer that can be set with @ref
-glfwSetJoystickUserPointer and queried with @ref glfwGetJoystickUserPointer.
-This can be used for any purpose you need and will not be modified by GLFW. The
-value will be kept until the joystick is disconnected or until the library is
-terminated.
-
-The initial value of the pointer is `NULL`.
-
-
-@subsection joystick_event Joystick configuration changes
-
-If you wish to be notified when a joystick is connected or disconnected, set
-a joystick callback.
-
-@code
-glfwSetJoystickCallback(joystick_callback);
-@endcode
-
-The callback function receives the ID of the joystick that has been connected
-and disconnected and the event that occurred.
-
-@code
-void joystick_callback(int jid, int event)
-{
- if (event == GLFW_CONNECTED)
- {
- // The joystick was connected
- }
- else if (event == GLFW_DISCONNECTED)
- {
- // The joystick was disconnected
- }
-}
-@endcode
-
-For joystick connection and disconnection events to be delivered on all
-platforms, you need to call one of the [event processing](@ref events)
-functions. Joystick disconnection may also be detected and the callback
-called by joystick functions. The function will then return whatever it
-returns for a disconnected joystick.
-
-Only @ref glfwGetJoystickName and @ref glfwGetJoystickUserPointer will return
-useful values for a disconnected joystick and only before the monitor callback
-returns.
-
-
-@subsection gamepad Gamepad input
-
-The joystick functions provide unlabeled axes, buttons and hats, with no
-indication of where they are located on the device. Their order may also vary
-between platforms even with the same device.
-
-To solve this problem the SDL community crowdsourced the
-[SDL_GameControllerDB](https://github.com/gabomdq/SDL_GameControllerDB) project,
-a database of mappings from many different devices to an Xbox-like gamepad.
-
-GLFW supports this mapping format and contains a copy of the mappings
-available at the time of release. See @ref gamepad_mapping for how to update
-this at runtime. Mappings will be assigned to joysticks automatically any time
-a joystick is connected or the mappings are updated.
-
-You can check whether a joystick is both present and has a gamepad mapping with
-@ref glfwJoystickIsGamepad.
-
-@code
-if (glfwJoystickIsGamepad(GLFW_JOYSTICK_2))
-{
- // Use as gamepad
-}
-@endcode
-
-If you are only interested in gamepad input you can use this function instead of
-@ref glfwJoystickPresent.
-
-You can query the human-readable name provided by the gamepad mapping with @ref
-glfwGetGamepadName. This may or may not be the same as the
-[joystick name](@ref joystick_name).
-
-@code
-const char* name = glfwGetGamepadName(GLFW_JOYSTICK_7);
-@endcode
-
-To retrieve the gamepad state of a joystick, call @ref glfwGetGamepadState.
-
-@code
-GLFWgamepadstate state;
-
-if (glfwGetGamepadState(GLFW_JOYSTICK_3, &state))
-{
- if (state.buttons[GLFW_GAMEPAD_BUTTON_A])
- {
- input_jump();
- }
-
- input_speed(state.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER]);
-}
-@endcode
-
-The @ref GLFWgamepadstate struct has two arrays; one for button states and one
-for axis states. The values for each button and axis are the same as for the
-@ref glfwGetJoystickButtons and @ref glfwGetJoystickAxes functions, i.e.
-`GLFW_PRESS` or `GLFW_RELEASE` for buttons and -1.0 to 1.0 inclusive for axes.
-
-The sizes of the arrays and the positions within each array are fixed.
-
-The [button indices](@ref gamepad_buttons) are `GLFW_GAMEPAD_BUTTON_A`,
-`GLFW_GAMEPAD_BUTTON_B`, `GLFW_GAMEPAD_BUTTON_X`, `GLFW_GAMEPAD_BUTTON_Y`,
-`GLFW_GAMEPAD_BUTTON_LEFT_BUMPER`, `GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER`,
-`GLFW_GAMEPAD_BUTTON_BACK`, `GLFW_GAMEPAD_BUTTON_START`,
-`GLFW_GAMEPAD_BUTTON_GUIDE`, `GLFW_GAMEPAD_BUTTON_LEFT_THUMB`,
-`GLFW_GAMEPAD_BUTTON_RIGHT_THUMB`, `GLFW_GAMEPAD_BUTTON_DPAD_UP`,
-`GLFW_GAMEPAD_BUTTON_DPAD_RIGHT`, `GLFW_GAMEPAD_BUTTON_DPAD_DOWN` and
-`GLFW_GAMEPAD_BUTTON_DPAD_LEFT`.
-
-For those who prefer, there are also the `GLFW_GAMEPAD_BUTTON_CROSS`,
-`GLFW_GAMEPAD_BUTTON_CIRCLE`, `GLFW_GAMEPAD_BUTTON_SQUARE` and
-`GLFW_GAMEPAD_BUTTON_TRIANGLE` aliases for the A, B, X and Y button indices.
-
-The [axis indices](@ref gamepad_axes) are `GLFW_GAMEPAD_AXIS_LEFT_X`,
-`GLFW_GAMEPAD_AXIS_LEFT_Y`, `GLFW_GAMEPAD_AXIS_RIGHT_X`,
-`GLFW_GAMEPAD_AXIS_RIGHT_Y`, `GLFW_GAMEPAD_AXIS_LEFT_TRIGGER` and
-`GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER`.
-
-The `GLFW_GAMEPAD_BUTTON_LAST` and `GLFW_GAMEPAD_AXIS_LAST` constants equal
-the largest available index for each array.
-
-
-@subsection gamepad_mapping Gamepad mappings
-
-GLFW contains a copy of the mappings available in
-[SDL_GameControllerDB](https://github.com/gabomdq/SDL_GameControllerDB) at the
-time of release. Newer ones can be added at runtime with @ref
-glfwUpdateGamepadMappings.
-
-@code
-const char* mappings = load_file_contents("game/data/gamecontrollerdb.txt");
-
-glfwUpdateGamepadMappings(mappings);
-@endcode
-
-This function supports everything from single lines up to and including the
-unmodified contents of the whole `gamecontrollerdb.txt` file.
-
-If you are compiling GLFW from source with CMake you can update the built-in mappings by
-building the _update_mappings_ target. This runs the `GenerateMappings.cmake` CMake
-script, which downloads `gamecontrollerdb.txt` and regenerates the `mappings.h` header
-file.
-
-Below is a description of the mapping format. Please keep in mind that __this
-description is not authoritative__. The format is defined by the SDL and
-SDL_GameControllerDB projects and their documentation and code takes precedence.
-
-Each mapping is a single line of comma-separated values describing the GUID,
-name and layout of the gamepad. Lines that do not begin with a hexadecimal
-digit are ignored.
-
-The first value is always the gamepad GUID, a 32 character long hexadecimal
-string that typically identifies its make, model, revision and the type of
-connection to the computer. When this information is not available, the GUID is
-generated using the gamepad name. GLFW uses the SDL 2.0.5+ GUID format but can
-convert from the older formats.
-
-The second value is always the human-readable name of the gamepad.
-
-All subsequent values are in the form `<field>:<value>` and describe the layout
-of the mapping. These fields may not all be present and may occur in any order.
-
-The button fields are `a`, `b`, `x`, `y`, `back`, `start`, `guide`, `dpup`,
-`dpright`, `dpdown`, `dpleft`, `leftshoulder`, `rightshoulder`, `leftstick` and
-`rightstick`.
-
-The axis fields are `leftx`, `lefty`, `rightx`, `righty`, `lefttrigger` and
-`righttrigger`.
-
-The value of an axis or button field can be a joystick button, a joystick axis,
-a hat bitmask or empty. Joystick buttons are specified as `bN`, for example
-`b2` for the third button. Joystick axes are specified as `aN`, for example
-`a7` for the eighth button. Joystick hat bit masks are specified as `hN.N`, for
-example `h0.8` for left on the first hat. More than one bit may be set in the
-mask.
-
-Before an axis there may be a `+` or `-` range modifier, for example `+a3` for
-the positive half of the fourth axis. This restricts input to only the positive
-or negative halves of the joystick axis. After an axis or half-axis there may
-be the `~` inversion modifier, for example `a2~` or `-a7~`. This negates the
-values of the gamepad axis.
-
-The hat bit mask match the [hat states](@ref hat_state) in the joystick
-functions.
-
-There is also the special `platform` field that specifies which platform the
-mapping is valid for. Possible values are `Windows`, `Mac OS X` and `Linux`.
-
-Below is an example of what a gamepad mapping might look like. It is the
-one built into GLFW for Xbox controllers accessed via the XInput API on Windows.
-This example has been broken into several lines to fit on the page, but real
-gamepad mappings must be a single line.
-
-@code{.unparsed}
-78696e70757401000000000000000000,XInput Gamepad (GLFW),platform:Windows,a:b0,
-b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,
-rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,
-righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
-@endcode
-
-@note GLFW does not yet support the output range and modifiers `+` and `-` that
-were recently added to SDL. The input modifiers `+`, `-` and `~` are supported
-and described above.
-
-
-@section time Time input
-
-GLFW provides high-resolution time input, in seconds, with @ref glfwGetTime.
-
-@code
-double seconds = glfwGetTime();
-@endcode
-
-It returns the number of seconds since the library was initialized with @ref
-glfwInit. The platform-specific time sources used typically have micro- or
-nanosecond resolution.
-
-You can modify the base time with @ref glfwSetTime.
-
-@code
-glfwSetTime(4.0);
-@endcode
-
-This sets the time to the specified time, in seconds, and it continues to count
-from there.
-
-You can also access the raw timer used to implement the functions above,
-with @ref glfwGetTimerValue.
-
-@code
-uint64_t value = glfwGetTimerValue();
-@endcode
-
-This value is in 1&nbsp;/&nbsp;frequency seconds. The frequency of the raw
-timer varies depending on the operating system and hardware. You can query the
-frequency, in Hz, with @ref glfwGetTimerFrequency.
-
-@code
-uint64_t frequency = glfwGetTimerFrequency();
-@endcode
-
-
-@section clipboard Clipboard input and output
-
-If the system clipboard contains a UTF-8 encoded string or if it can be
-converted to one, you can retrieve it with @ref glfwGetClipboardString. See the
-reference documentation for the lifetime of the returned string.
-
-@code
-const char* text = glfwGetClipboardString(NULL);
-if (text)
-{
- insert_text(text);
-}
-@endcode
-
-If the clipboard is empty or if its contents could not be converted, `NULL` is
-returned.
-
-The contents of the system clipboard can be set to a UTF-8 encoded string with
-@ref glfwSetClipboardString.
-
-@code
-glfwSetClipboardString(NULL, "A string with words in it");
-@endcode
-
-
-@section path_drop Path drop input
-
-If you wish to receive the paths of files and/or directories dropped on
-a window, set a file drop callback.
-
-@code
-glfwSetDropCallback(window, drop_callback);
-@endcode
-
-The callback function receives an array of paths encoded as UTF-8.
-
-@code
-void drop_callback(GLFWwindow* window, int count, const char** paths)
-{
- int i;
- for (i = 0; i < count; i++)
- handle_dropped_file(paths[i]);
-}
-@endcode
-
-The path array and its strings are only valid until the file drop callback
-returns, as they may have been generated specifically for that event. You need
-to make a deep copy of the array if you want to keep the paths.
-
-*/